This subpage is used on the $basetexture page to display content in English.
If you have edited the language subpage, do not forget to purge the base page by clicking on the button on the right. Otherwise, its contents will not be updated.
$basetexture is a material shader parameter available in all Source games. It defines an diffuse texture. It is very rare for a material not to use this parameter and some shaders will load a default texture if it stays undefined.
$basetexture <texture without extension, relative to <game>\materials\>
Transforms the texture before use in the material. This does not affect lightmaps
on the surface.
- The default position is
center .5 .5 scale 1 1 rotate 0 translate 0 0.
center defines the point of rotation. Only useful if
rotate is being used.
scale fits the texture into the material the given number of times.
2 1 is a 50% scale in the horizontal X axis while the vertical Y axis is still at original scale.
rotate rotates the texture counter-clockwise in degrees. Accepts any number, including negatives.
translate shifts the texture by the given numbers.
.5 will shift it half-way. 1 will shift it once completely over, which is the same as not moving it at all.
Note:All values must be included!
Bug:Scaling the texture may cause odd issues where the Texture Lock tool in Hammer will not actually lock the texture in place. Bug:Rotating textures applied on brushes will rotate around the map origin (confirm: Orangebox engine only?). A fix for this is to change the center position in the VMT to the brush's origin.
The frame displayed for a multi-frame texture. This is normally set by the
}} proxies, but can be set manually.
Warning:The value must be a valid index, or crashes might occur.
Some shaders (most notably
WorldVertexTransition) allow the use of two albedos. The second texture is handled by a mirrored set of commands with '2' in their name:
$basetexturetransform2 doesn't exist in the DirectX 9 version of
WorldVertexTransition, only working with the DX8 shader. In DX9,
$basetexture2 will instead move with the original
$basetexturetransform in sync with
$basetexture. This is the case in Source 2007, Source 2013, and Alien Swarm. Other games have not been tested.
There are further '2' commands applying to various shader effects, which are each documented in their respective articles.